i830_context.h revision c9886d535e4ac5ae108b1015a9682f4ddd297536
1/************************************************************************** 2 * 3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28#ifndef I830CONTEXT_INC 29#define I830CONTEXT_INC 30 31#include "intel_context.h" 32 33#define I830_FALLBACK_TEXTURE 0x1000 34#define I830_FALLBACK_COLORMASK 0x2000 35#define I830_FALLBACK_STENCIL 0x4000 36#define I830_FALLBACK_STIPPLE 0x8000 37#define I830_FALLBACK_LOGICOP 0x10000 38 39#define I830_UPLOAD_CTX 0x1 40#define I830_UPLOAD_BUFFERS 0x2 41#define I830_UPLOAD_STIPPLE 0x4 42#define I830_UPLOAD_INVARIENT 0x8 43#define I830_UPLOAD_RASTER_RULES 0x10 44#define I830_UPLOAD_TEX(i) (0x10<<(i)) 45#define I830_UPLOAD_TEXBLEND(i) (0x100<<(i)) 46#define I830_UPLOAD_TEX_ALL (0x0f0) 47#define I830_UPLOAD_TEXBLEND_ALL (0xf00) 48 49/* State structure offsets - these will probably disappear. 50 */ 51#define I830_DESTREG_CBUFADDR0 0 52#define I830_DESTREG_CBUFADDR1 1 53#define I830_DESTREG_DBUFADDR0 2 54#define I830_DESTREG_DBUFADDR1 3 55#define I830_DESTREG_DV0 4 56#define I830_DESTREG_DV1 5 57#define I830_DESTREG_SENABLE 6 58#define I830_DESTREG_SR0 7 59#define I830_DESTREG_SR1 8 60#define I830_DESTREG_SR2 9 61#define I830_DESTREG_DRAWRECT0 10 62#define I830_DESTREG_DRAWRECT1 11 63#define I830_DESTREG_DRAWRECT2 12 64#define I830_DESTREG_DRAWRECT3 13 65#define I830_DESTREG_DRAWRECT4 14 66#define I830_DESTREG_DRAWRECT5 15 67#define I830_DEST_SETUP_SIZE 16 68 69#define I830_CTXREG_STATE1 0 70#define I830_CTXREG_STATE2 1 71#define I830_CTXREG_STATE3 2 72#define I830_CTXREG_STATE4 3 73#define I830_CTXREG_STATE5 4 74#define I830_CTXREG_IALPHAB 5 75#define I830_CTXREG_STENCILTST 6 76#define I830_CTXREG_ENABLES_1 7 77#define I830_CTXREG_ENABLES_2 8 78#define I830_CTXREG_AA 9 79#define I830_CTXREG_FOGCOLOR 10 80#define I830_CTXREG_BLENDCOLOR0 11 81#define I830_CTXREG_BLENDCOLOR1 12 82#define I830_CTXREG_VF 13 83#define I830_CTXREG_VF2 14 84#define I830_CTXREG_MCSB0 15 85#define I830_CTXREG_MCSB1 16 86#define I830_CTX_SETUP_SIZE 17 87 88#define I830_STPREG_ST0 0 89#define I830_STPREG_ST1 1 90#define I830_STP_SETUP_SIZE 2 91 92#define I830_TEXREG_TM0LI 0 /* load immediate 2 texture map n */ 93#define I830_TEXREG_TM0S1 1 94#define I830_TEXREG_TM0S2 2 95#define I830_TEXREG_TM0S3 3 96#define I830_TEXREG_TM0S4 4 97#define I830_TEXREG_MCS 5 /* _3DSTATE_MAP_COORD_SETS */ 98#define I830_TEXREG_CUBE 6 /* _3DSTATE_MAP_SUBE */ 99#define I830_TEX_SETUP_SIZE 7 100 101#define I830_TEXBLEND_SIZE 12 /* (4 args + op) * 2 + COLOR_FACTOR */ 102 103enum { 104 I830_RASTER_RULES, 105 I830_RASTER_RULES_SIZE 106}; 107 108struct i830_texture_object 109{ 110 struct intel_texture_object intel; 111 GLuint Setup[I830_TEX_SETUP_SIZE]; 112}; 113 114#define I830_TEX_UNITS 4 115 116struct i830_hw_state 117{ 118 GLuint Ctx[I830_CTX_SETUP_SIZE]; 119 GLuint Buffer[I830_DEST_SETUP_SIZE]; 120 GLuint Stipple[I830_STP_SETUP_SIZE]; 121 GLuint RasterRules[I830_RASTER_RULES_SIZE]; 122 GLuint Tex[I830_TEX_UNITS][I830_TEX_SETUP_SIZE]; 123 GLuint TexBlend[I830_TEX_UNITS][I830_TEXBLEND_SIZE]; 124 GLuint TexBlendWordsUsed[I830_TEX_UNITS]; 125 126 struct intel_region *draw_region; 127 struct intel_region *depth_region; 128 129 /* Regions aren't actually that appropriate here as the memory may 130 * be from a PBO or FBO. Will have to do this for draw and depth for 131 * FBO's... 132 */ 133 dri_bo *tex_buffer[I830_TEX_UNITS]; 134 GLuint tex_offset[I830_TEX_UNITS]; 135 136 GLuint emitted; /* I810_UPLOAD_* */ 137 GLuint active; 138}; 139 140struct i830_context 141{ 142 struct intel_context intel; 143 144 GLuint lodbias_tm0s3[MAX_TEXTURE_UNITS]; 145 DECLARE_RENDERINPUTS(last_index_bitset); 146 147 struct i830_hw_state state; 148}; 149 150 151 152 153#define I830_STATECHANGE(i830, flag) \ 154do { \ 155 INTEL_FIREVERTICES( &i830->intel ); \ 156 i830->state.emitted &= ~flag; \ 157} while (0) 158 159#define I830_ACTIVESTATE(i830, flag, mode) \ 160do { \ 161 INTEL_FIREVERTICES( &i830->intel ); \ 162 if (mode) \ 163 i830->state.active |= flag; \ 164 else \ 165 i830->state.active &= ~flag; \ 166} while (0) 167 168/* i830_vtbl.c 169 */ 170extern void i830InitVtbl(struct i830_context *i830); 171 172extern void 173i830_state_draw_region(struct intel_context *intel, 174 struct i830_hw_state *state, 175 struct intel_region *color_region, 176 struct intel_region *depth_region); 177/* i830_context.c 178 */ 179extern GLboolean 180i830CreateContext(const __GLcontextModes * mesaVis, 181 __DRIcontext * driContextPriv, 182 void *sharedContextPrivate); 183 184/* i830_tex.c, i830_texstate.c 185 */ 186extern void i830UpdateTextureState(struct intel_context *intel); 187 188extern void i830InitTextureFuncs(struct dd_function_table *functions); 189 190/* i830_texblend.c 191 */ 192extern GLuint i830SetTexEnvCombine(struct i830_context *i830, 193 const struct gl_tex_env_combine_state 194 *combine, GLint blendUnit, GLuint texel_op, 195 GLuint * state, const GLfloat * factor); 196 197extern void i830EmitTextureBlend(struct i830_context *i830); 198 199 200/* i830_state.c 201 */ 202extern void i830InitStateFuncs(struct dd_function_table *functions); 203 204extern void i830EmitState(struct i830_context *i830); 205 206extern void i830InitState(struct i830_context *i830); 207extern void i830_update_provoking_vertex(GLcontext *ctx); 208 209/*====================================================================== 210 * Inline conversion functions. These are better-typed than the 211 * macros used previously: 212 */ 213static INLINE struct i830_context * 214i830_context(GLcontext * ctx) 215{ 216 return (struct i830_context *) ctx; 217} 218 219#endif 220